Frost Man

Medium elemental, lawful evil

Armor Class 13 (studded leather)
Hit Points 27 (5d8 + 5)
Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 11 (+0)

Skills Survival +2
Damage Vulnerabilities fire
Damage Immunities cold
Senses darkvision 60 ft., passive Perception 10
Languages Common, Nørsk
Challenge 1/2 (100 XP)

Actions

  • Morningstar. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage.
  • Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
  • Ice Blast (3/day). As a bonus action, the frost man can use its action to remove his eye patch, blasting everything in a 30-foot cone with a freezing mist. All creatures in the area of the cone must make a DC 13 Dexterity saving throw, taking 14 (4d6) cold damage on a failed save, or half as much on a successful save.

About

This creature appears to be a human dressed in loosely fitted animal skins and furs. It wears a patch over one eye, and its hair is long and unkempt. A short, rough beard of dark hair covers its jaw.

Frost men are hunters that make their home in the cold regions of the world. Each carries his personal belongings in small sacks and takes them wherever he goes. A frost man’s body radiates cold out to 30 feet, though not enough to deal damage.

There is much speculation on the society of frost men. Other beings only encounter them as lone males. Speculation suggests that there must be villages somewhere with women and children, perhaps buried deep in cold mountain caves. Tribes that are aware of frost men fear them greatly for their deadly talent and refer to them as “ice demons.” Frost men appear in the outside world occasionally and wish only to go about their unknown business undisturbed. Anyone bothering them can expect to be attacked. A frost man usually opens combat with its ice blast before moving in to kill off anything not subsequently frozen to death.

Frost Man Characters

Your skin is as cold as your icy home.

  • Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
  • Age. A frost man ages in a similar fashion to humans, but lives a few years longer.
  • Alignment. Frost men tend to remain neutral, but almost always lawful.
  • Size. You are similar to humans in size. Your size is Medium.
  • Speed. Your base walking speed is 30.
  • Darkvision. Your race is accustomed to frozen, long-lasting nights. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Icy Heart. You know the ray of frost cantrip. Constitution is your spellcasting ability for this spell. In addition, you can use an action to instantly freeze a melee weapon or 5 pieces of ammunition for 1 minute. When you hit with the melee weapon or the ammunition, you deal additional damage equal to your Constitution modifier and it counts as magical. Once the ammunition has been used, it ceases to be enchanted by your icy heart. Once you have used this ability, you can’t do so again until you take a long rest.
  • Survivor. You have cold resistance and suffer no ill effects from temperatures as cold as -20 degrees Fahrenheit, and you have proficiency in the Survival skill.
  • Languages. You can speak, read, and write Common and one other language of your choice.
Section 15: Copyright Notice

Tome of Horrors © 2018, Frog God Games, LLC; Authors: Kevin Baase, Erica Balsley, John “Pexx” Barnhouse, Christopher Bishop, Casey Christofferson, Jim Collura, Andrea Costantini, Jayson ‘Rocky’ Gardner, Zach Glazar, Meghan Greene, Scott Greene, Lance Hawvermale, Travis Hawvermale, Ian S. Johnston, Bill Kenower, Patrick Lawinger, Rhiannon Louve, Ian McGarty, Edwin Nagy, James Patterson, Nathan Paul, Patrick N. Pilgrim, Clark Peterson, Anthony Pryor, Greg Ragland, Robert Schwalb, G. Scott Swift, Greg A. Vaughan, and Bill Webb